A physics system class using ReactPhysics3D engine for physics simulation.
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#include <AnvilPhysics.h>
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| | AnvilPhysics () |
| | Constructor for AnvilPhysics.
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| | ~AnvilPhysics () |
| | Destructor for AnvilPhysics.
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| void | Update (float dt) |
| | Update the physics simulation.
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| ABody * | CreateBody (glm::vec3 pos, glm::vec3 size, float mass, bool isStatic) |
| void | SetWorldData (const std::vector< AVertex > &verts, const std::vector< AFace > &faces) |
| RaycastHit | CastRay (glm::vec3 origin, glm::vec3 direction, float maxDistance, const std::vector< AEntity * > &entities) |
| bool | IsGrounded (ABody *body) |
| void | AddTrigger (glm::vec3 pos, glm::vec3 size, std::string name) |
| void | SetWorldPlanes (const std::vector< APlane > &planes) |
| void | SetWorldBrushes (const std::vector< ABSPBrush > &brushes) |
| void | OnTrigger (const std::string &name) |
| void | SetBodyMaterial (ABody *body, float bounciness, float friction) |
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| static reactphysics3d::Vector3 | toRP3D (const glm::vec3 &v) |
| static glm::vec3 | toGlm (const reactphysics3d::Vector3 &v) |
A physics system class using ReactPhysics3D engine for physics simulation.
◆ AnvilPhysics()
| AnvilPhysics::AnvilPhysics |
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Constructor for AnvilPhysics.
Constructor for AnvilPhysics class Initializes the physics engine and sets up the world with contact listener
◆ ~AnvilPhysics()
| AnvilPhysics::~AnvilPhysics |
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Destructor for AnvilPhysics.
Destructor for AnvilPhysics class Cleans up all physics-related resources including rigid bodies, triangle meshes, physics world, and contact listener
◆ AddTrigger()
| void AnvilPhysics::AddTrigger |
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glm::vec3 | pos, |
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glm::vec3 | size, |
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std::string | name ) |
◆ CastRay()
| RaycastHit AnvilPhysics::CastRay |
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glm::vec3 | origin, |
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glm::vec3 | direction, |
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float | maxDistance, |
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const std::vector< AEntity * > & | entities ) |
◆ CreateBody()
| ABody * AnvilPhysics::CreateBody |
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glm::vec3 | pos, |
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glm::vec3 | size, |
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float | mass, |
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bool | isStatic ) |
◆ IsGrounded()
| bool AnvilPhysics::IsGrounded |
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ABody * | body | ) |
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Checks if a given body is grounded by casting a ray downward from its position
- Parameters
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| body | The body to check if it's grounded |
- Returns
- Returns true if the body is grounded, false otherwise
◆ OnTrigger()
| void AnvilPhysics::OnTrigger |
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const std::string & | name | ) |
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◆ SetBodyMaterial()
| void AnvilPhysics::SetBodyMaterial |
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ABody * | body, |
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float | bounciness, |
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float | friction ) |
◆ SetWorldBrushes()
| void AnvilPhysics::SetWorldBrushes |
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const std::vector< ABSPBrush > & | brushes | ) |
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inline |
◆ SetWorldData()
| void AnvilPhysics::SetWorldData |
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const std::vector< AVertex > & | verts, |
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const std::vector< AFace > & | faces ) |
Sets up the physics world data from vertex and face information
- Parameters
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| verts | Vector of vertices defining the mesh |
| faces | Vector of faces defining the mesh connectivity |
◆ SetWorldPlanes()
| void AnvilPhysics::SetWorldPlanes |
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const std::vector< APlane > & | planes | ) |
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inline |
◆ toGlm()
| glm::vec3 AnvilPhysics::toGlm |
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const reactphysics3d::Vector3 & | v | ) |
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static |
◆ toRP3D()
| Vector3 AnvilPhysics::toRP3D |
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const glm::vec3 & | v | ) |
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◆ Update()
| void AnvilPhysics::Update |
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float | dt | ) |
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Update the physics simulation.
- Parameters
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| dt | Delta time for physics update |
The documentation for this class was generated from the following files: